using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WindowsGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        GraphicsDevice device;

        SpriteBatch spriteBatch;

        #region Atributos
        Nave nave;
        Nave nave2;
        Terreno terreno;

        BasicEffect efeitoBasico;
        #endregion

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            efeitoBasico = new BasicEffect(GraphicsDevice);

            efeitoBasico.Projection = Matrix.CreatePerspectiveFieldOfView(
                /*MathHelper.PiOver4,*/
                MathHelper.ToRadians(45.0f),
                GraphicsDevice.Viewport.AspectRatio,
                1.0f, 100.0f);

            efeitoBasico.View = Matrix.CreateLookAt(
                new Vector3(10, 22, 8),
                Vector3.Zero,
                Vector3.Up);

            efeitoBasico.EnableDefaultLighting();

            nave = new Nave(Vector3.Zero, Content.Load<Model>("caixa"));
            nave2 = new Nave(Vector3.Zero, Content.Load<Model>("caixa"));

            terreno = new Terreno(Content.Load<Texture2D>("test9"), graphics.GraphicsDevice, Content.Load<Effect>("effects"));


            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            KeyboardState keyState = Keyboard.GetState();


            if(keyState.IsKeyDown(Keys.LeftShift))
                terreno.Update(gameTime, keyState);
            else
                nave.Update(gameTime, keyState);


            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            //DrawModel(modelo, Matrix.Identity, efeitoBasico);
            nave.Draw(efeitoBasico, GraphicsDevice);
            nave2.Draw(efeitoBasico, GraphicsDevice);

            terreno.Draw(gameTime);
            

            base.Draw(gameTime);
        }


        private void DrawModel(Model m, Matrix world, BasicEffect be)
        {
            foreach (ModelMesh mm in m.Meshes)
            {
                foreach (ModelMeshPart mmp in mm.MeshParts)
                {
                    be.World = world;
                    GraphicsDevice.SetVertexBuffer(mmp.VertexBuffer, mmp.VertexOffset);
                    GraphicsDevice.Indices = mmp.IndexBuffer;
                    be.CurrentTechnique.Passes[0].Apply();
                    GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0,
                        mmp.NumVertices, mmp.StartIndex, mmp.PrimitiveCount);

                }
            }

        }
    }
}
